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Rubble: Stays there, I think..........but it's harmless!.....just an eyesore that's all! ;)

If you build a road on the square, for example, the Rubble will disappear.....and there will be NO evidence of a razed city! ;)
 
EMan said:
Stays there, I think..........but it's harmless!.....just an eyesore that's all! ;)

Well, in one game, it did disappear because when I went to look at it closer, it was no longer there. I don't recall if maybe a city was rebuilt on that spot.

Plus, I've raised cities and never seen the rubble pile created as an outcome.
 
Twonky said:
Press J to move the whole stack and ctrl-J for all units of the same type in stack. this is actually not "grouping" the units, only automatically moving them samewise.


So theres no way to group units? I was under the impression their was, I remember a generally worthless moving all units on the same tile command like that in alpha centuri.
 
Is there a way to get military units to rally to one point on a continent, but not workers?

I have a war to fight and hate having to move the units individually, but I have to or else the workers I'm building head for the rally point as well.

Thanks,

Stunner :goodjob:
 
In C3C I think you can right click on a city and activate 'set continental rally point'. If you do this all units produced in that city will go to where you set the rally flag.

There is also another non-continental rally point. I forget that one's function but rally points are what you are after.
 
@stunnerwhat: I know this isn't exactly what you're looking for, but a very related 'trick' is to name the city closest to your target gathering point. Name it 0 (zero, not the letter O). When you have an active unit you want to go there, just press ctrl+shft+g and then hit enter. 0 would automatically be the first city on the city list, even if it's too big to fit in your screen.
 
barbu1977 said:
If a civ that has the tech I'm searching gets destoyed, will my tech cost go up instantly?

Here's the formula for tech cost:

mydisease said:
Research Cost = [MM * [10*COST * (1 - N/[CL*1.75])]/(CF * 10)] - Research done so far

Research Cost and research done so far are in gold.

Square brackets indicate truncation /rounddown

MM = map modifier(tech rate on world sizes tab in the editor)
Tiny 160
Small 200
Standard 240
Large 320
Huge 400

CF = AI cost factor(as on the difficulty tab in the editor)
For the purposes of the research cost formula, CF has a maximum value of 10.
Chieftain 10
Warlord 10
Regent 10
Monarch 9
Emperor 8
Deity 6

COST = technology cost as on the civilization advances tab in the editor.

N = number of civs on the diplomacy screen that have discovered the tech.

CL = number of civs left in the game

There is only one part of the formula that varies during the game: (1 - N/[CL*1.75]). There are two ways in which you can increase it to lower tech cost:
1. Increase N by exploring and buying comms to add civs to your diplomacy screen.
2. Decrease CL by killing civs.

NB. This formula is relevant for research cost of the AI civs, not just the human player. If you are interested in the research cost of a specific technology for a specific AI civ, N refers to the number of civs on that specific AI civ's diplomacy screen that have discovered that specific tech. In general, there are two ways in which you can increase AI tech cost:
3. Keep N low by not selling comms to AI civs.
4. Keep CL high by not killing civs.
And technically...
5. Keep N low by not getting techs yourself.

Say you have a standard map, C3C, 7 opponents, 8 civs including you, Regent, 2 have the tech you want (say it's Currency). It would cost 329 beakers. If one civ that knows it dies (1 civ knows it, 7 civs left), it goes to 352. If one civ that doesn't know it dies (2 civs know it, 7 civs left), the cost goes down to 321.

I recommend getting GreyFox's TechCalc. It is what I used for these calculations. :)
 
Ok, ive had this prbolem with two mods so far (cause those are the only two ive tried). When i go to play the mod, the text and lables for every thing become off by about two spaces/labels/things. ex: insteaad ot the year, all it displays in 'Nov.'; the 'Random' choice is replaced by 'Your Civilization'. The two mods ive downlaoded are Rise and Rule and The Ancient Med. Is it just my luck with mods, need to get a patch, or is it something i can change in lables.txt?
 
following thread
http://forums.civfanatics.com/showt...&threadid=78952 :

did anyone ever get a patch ?
or is the only option to buy CIVIII vanilla from a store


[longer version
bought CIVIII from Trymedia last year
bought Conquests from shop last week
after Conq installed graphics gone patchy
have tried many patches Conq v1.22, CIVIII v1.29f and sent emails to TryMedia/Atari/Civfans, no solution apart from "give up - go buy CIVIII from store"]

very frustrating -- AAAAAARGH!!!!
that feels better, but is there any other solution? I would love to start playing yesterday
 
Hi chivas
Welcome to CFC ... sorry about problems ... can I suggest that you also post this question on the computer talk section if you don't receive any help here ...

However my 2cents ... you may have to buy civ again ... however return C3C to the shop and buy a combined box set which has both game discs ... this may be the cheaper option for you ...
 
Hi Everyone

Can anyone give me a link to some information about the penalties a civilization incurrs if it goes to a shunned government form?

My favourite gov. is Republic however at the moment i am playing as the Zulu who shun this form of government.
 
@ the_keyboard: Each mod has it's own thread you can post questions in the Creation & Customization - Completed Mod packs forums. I think they both assume a proper installation of C3C 1.22 in order to work properly.

@ Bedwyr: Shunned goverments only affect how the AI attitude changes toward other civs that are in thier shunned goverment.
 
i cant build icbm or tactical nukes???? i have a ton of aluminum and uranium , i have the tech ( i built a lot of icbm's about a hundred turns ago , and used them), i can build nuke plants and subs, but i cant build icbm's or tact's ,,WHY??
 
curt said:
i cant build icbm or tactical nukes???? i have a ton of aluminum and uranium , i have the tech ( i built a lot of icbm's about a hundred turns ago , and used them), i can build nuke plants and subs, but i cant build icbm's or tact's ,,WHY??
Can you post your current .sav file for me to look at? Or if you're not sure how to do that yet, can you email it to hof@civfanatics.net?
 
curt said:
i cant build icbm or tactical nukes???? i have a ton of aluminum and uranium , i have the tech ( i built a lot of icbm's about a hundred turns ago , and used them), i can build nuke plants and subs, but i cant build icbm's or tact's ,,WHY??
I would have said that the reason was you hadn't built the Manhattan Project, but you said that you've already built tonnes of nukes. Is there a limit on the number of nukes that can be built in a game, maybe? :confused:
 
Are you sure that both aliminium and uranium are connected to the city in question? Is there any blockades, embargoes, cut trade routes, etc? Are you sure that they are not struck off the build menu somehow?

Sounds unusual but the answer could be simple
 
The UN will tie if there is exactly 50:50 so you need at least 51:49 of the vote to become the general
 
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